#include <array>
#include <glm/glm.hpp>
#include <limits>
#include <utility>
Go to the source code of this file.
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using | renderer::FrustumPlanes = std::array<glm::vec4, 6> |
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| auto | renderer::extractFrustumPlanes (const glm::mat4 &view_projection, bool reversed_depth=false) -> FrustumPlanes |
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auto | renderer::sphereInFrustum (const FrustumPlanes &planes, const glm::vec3 ¢er, float radius) -> bool |
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auto | renderer::transformBox (const glm::mat4 &model, const glm::vec3 &min, const glm::vec3 &max) -> Box |
| | World axis aligned box around a box in the space model maps from.
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auto | renderer::boxTouchesLateralFrustum (const FrustumPlanes &planes, const Box &box) -> bool |
| | Skips the near plane so a box in front of it still counts.
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- Author
- dario
- Date
- 21/09/2026
◆ extractFrustumPlanes()
| auto renderer::extractFrustumPlanes |
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const glm::mat4 & | view_projection, |
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bool | reversed_depth = false ) -> FrustumPlanes |
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inlinenodiscard |
Inward normalized planes ordered left right bottom top near far reversed_depth is depth::k_reversed_z for a scene camera and false for shadow views